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An old map revived... DM-HUMIDFIELDS

Posted: Thu Aug 13, 2020 8:46 pm
by Terraniux
Not sure if ever Introduced here,


Maybe yes, maybe no....

DM-HUMIDFIELDS




Image

Image

Image

Gametype: Mod -> no weapons only pickups..... deemer, sniper, combo- xloc etc...

Little info:

This is the original stranded ship from DM-Galleon stranded on this island..... which is also the original CMM-DEEMER (hutp) map, which kept failing for me time over time...

Im calling it a beta..... that's me hoping it keeps stable for while..... :noidea

Bothpaths working, but sucks as always.... secrets are presents... you know my maps :tongue:


Anyway please enjoy,

http://www.mediafire.com/file/ut7plxcwt ... S.rar/file

Re: An old map revived... DM-HUMIDFIELDS

Posted: Thu Aug 13, 2020 9:45 pm
by TexasGtar
Looks pretty nice. I'll check it out.

It is hard to test without a weapon. Lots of sniper ammo, no sniper gun.

I guess there is redeemer there somewhere. Couldn't jump to boat.

There is a plant growing through a wall somehow?

Got bored running out of my pistol ammo and running around with hammer thingy.
I liked the terrain. Could be something here. Just no way for me to test it without any weapons.

Re: An old map revived... DM-HUMIDFIELDS

Posted: Thu Aug 13, 2020 10:59 pm
by OjitroC
A nighttime version - looks interesting. Got any bats in it? :)

EDIT
A few pedantic points after a quick play
1) The ocean isn't as good as the original as, in the current version, it looks very static (as though it's a large pool with rain falling on it) - in the original it is more dynamic.
2) The absence of ambient noise is odd - total silence, nothing from the moving water, for example.
3) It is very difficult to get out of one of the pools, even using the translocator.
4) More jump boots are required, given the relative difficulty of moving around the map - the boots would be useful for jumping from ground level to walkways for example.
5) It's a bit bright considering the darkness of the sky and the smallness of the source of light in the sky.
6) Movement around the map is not easy but slightly better than the original - possibly needs more walkways or bridges to connect the high ground.

Having said all that, it's a map I like and find fascinating - how good it is for DM I've no idea but (as with the original) it is a fun map for MonsterSpawn and I like the overall design, the terrain/structures, etc. Some more vegetation might be good.

I'd have to play it more to decide whether it is better as a daytime or nighttime map or, indeed, if both are equally 'good'. With the daytime version, one can add some birds (gulls over the ship or songbirds inland around the small hills/vegetation) and possibly other wildlife - the darker version would lend itself to a few bats around the built structures, just to add a bit to the ambience.


TexasGtar wrote:
Thu Aug 13, 2020 9:45 pm
I liked the terrain. Could be something here. Just no way for me to test it without any weapons.
I use StuffSwapper when playing that map, with a couple of weapons in the starting setup. You could use a sniper arena mutator (or any weapon mod of your choice).

Re: An old map revived... DM-HUMIDFIELDS

Posted: Fri Aug 14, 2020 6:27 am
by sektor2111
A really good looking thing but I cannot really have a joy in how I want a DM... Let's see
TexasGtar wrote:
Thu Aug 13, 2020 9:45 pm
It is hard to test without a weapon. Lots of sniper ammo, no sniper gun.
Yes, map has only Health and SniperAmmo - I don't get any logic here if you start a plain DeathMatch out of mutators, this causing a limitation in using map - only certain arenas are working normally here. Perhaps a Sniper Server does a game...
The rest is "known bugs". The Paths Network is more Paths Networks, you might get what I mean.

Decorations (trees)
Trees here are just... strange. Their collision cylinder is out of tree body, this can cause funky collisions nearby tree without to be funny. Take this colliding sample:
Bug_Me.PNG
When I pathed a map for CTF RX gaming such trees weren't helping at all. I had to adjust every single tree because UT cylinder has NO DEAL with such a mesh. These needs to be out of any collision and used multiple BlockAlls.

Here are Pathing details - not all of them are a big problem but we can comment a few:

Code: Select all

UnReachableNodes: Skipping VisibleTeleporter0 because it's in water.
UnReachableNodes: Skipping VisibleTeleporter2 because it has no Destination.
UnReachableNodes: Skipping VisibleTeleporter3 because it's in water.
UnReachableNodes: PlayerStart11 looks much over ground for normal Human Size, check it.
UnReachableNodes: PlayerStart14 looks much over ground for normal Human Size, check it.
UnReachableNodes: PathNode0 looks much over ground for normal Human Size, check it.
UnReachableNodes: Skipping PathNode152 because it's in water.
UnReachableNodes: Skipping PathNode153 because it's in water.
UnReachableNodes: Skipping PathNode154 because it's in water.
UnReachableNodes: Skipping PathNode155 because it's in water.
UnReachableNodes: Skipping PathNode156 because it's in water.
UnReachableNodes: Skipping PathNode157 because it's in water.
UnReachableNodes: Skipping PathNode158 because it's in water.
UnReachableNodes: Skipping VisibleTeleporter6 because it has no Destination.
UnReachableNodes: Skipping Teleporter0 because it has no Destination.
UnReachableNodes: Skipping Teleporter1 because it's in water.
UnReachableNodes: Skipping Teleporter3 because it has no Destination.
UnReachableNodes: Skipping Teleporter5 because it has no Destination.
UnReachableNodes: Skipping InventorySpot219 because it's in water.
UnReachableNodes: Skipping InventorySpot220 because it's in water.
UnReachableNodes: Skipping InventorySpot221 because it's in water.
UnReachableNodes: Skipping InventorySpot280 because it's in water.
UnReachableNodes: Skipping InventorySpot346 because it's in water.
UnReachableNodes: Skipping InventorySpot352 because it's in water.
UnReachableNodes: Skipping InventorySpot353 because it's in water.
UnReachableNodes: Skipping InventorySpot354 because it's in water.
UnReachableNodes: Skipping InventorySpot355 because it's in water.
UnReachableNodes: Skipping InventorySpot356 because it's in water.
UnReachableNodes: Skipping InventorySpot357 because it's in water.
UnReachableNodes: Skipping InventorySpot363 because it's in water.
UnReachableNodes: Here we have 27 points skipped, 3  Navigation Points which are too high and 366 good ones.
Log: Aligned camera on the current target.
Log: Aligned camera on the current target.
NoIncomingPath: VisibleTeleporter3 is not having incoming connections.
NoIncomingPath: PlayerStart11 is not having incoming connections.
NoIncomingPath: PlayerStart14 is not having incoming connections.
NoIncomingPath: PathNode0 is not having incoming connections.
NoIncomingPath: Teleporter1 is not having incoming connections.
NoIncomingPath: Teleporter2 is not having incoming connections.
NoIncomingPath: Teleporter4 is not having incoming connections.
BreakPointsFound: These 7 navigation points aren't that used as valid paths. They might be One-Way break points.
In two recent discussions I explained that we can have break points when Nodes are too high for no reason. Such an example here is PathNode0 - can be seen in the text report. Images are more than relevant.
Wrong_Options.PNG
The area far away doesn't have anything like a path.

PathNodes in maps edited having funky heights can be restored in the place where Editor would add them by mapper, right on surface and not in air. This is subject for a small tiny little tutorial about MapGarbage usage - it's off-topic to discuss the "How To" here.

Next points:

Code: Select all

VoidCheck: --- Void placement report ---
VoidCheck: MedBox50 looks placed into void.
VoidCheck: MedBox51 looks placed into void.
VoidCheck: Flag0 looks placed into void.
VoidCheck: Flag3 looks placed into void.
VoidCheck: Flag4 looks placed into void.
VoidCheck: MedBox64 looks placed into void.
VoidCheck: MedBox65 looks placed into void.
I'm not sure what's happening with 50 and 51 but 64 and 65 cannot be seen even in Editor unless you toggle view to Alt+1 (PerspectiveView).
I cannot talk about Flags yet until I'll do some testing in a Net game. I wanna figure what's about these actors more or less covered by brushes. Definitely for me fluttering flags should not have bStasis, just two cents here.

Re: An old map revived... DM-HUMIDFIELDS

Posted: Fri Aug 14, 2020 3:17 pm
by Terraniux
Thank you all for the comments so far!

Yes, I've left quite a few options out of the map for some good reason. This is on purpose.
This is more for the general online modded servers if you really want to sea this is as a non-online/mod map, I could transform it it that....

At Texas -- You can add a mod in UT adding mod to the game when using practice mode.

For now my only concern is that the map stays stable and doesn''t crash... I update the map later to a final version.....

Thanks again everyone!

Re: An old map revived... DM-HUMIDFIELDS

Posted: Fri Aug 14, 2020 6:10 pm
by OjitroC
Terraniux wrote:
Fri Aug 14, 2020 3:17 pm
Yes, I've left quite a few options out of the map for some good reason. This is on purpose.
This is more for the general online modded servers if you really want to sea this is as a non-online/mod map, I could transform it it that....
I tend to think it's fine as it is and that it may be difficult to add in normal UT weapons to achieve the right kind of balance given the size and nature of the map. Sniper rifles are essential (or another scoped weapon like an assault rifle, say from the Counter Strike weapon mod). People can test it or play it off-line with an all-weapons mutator (or any of the other possible muts/mods).
Terraniux wrote:
Fri Aug 14, 2020 3:17 pm
For now my only concern is that the map stays stable and doesn''t crash...
I've played the original (cmmmapterra-alpha_40c4f873.html) a lot and haven't had any problems with crashes - only played the Humidfields version a bit but, again, no problems.